//============================================================================================
/**
 * @file	pkthln_act_def.h
 * @brief	ポケスロン競技 アクターコード定義　アクター間でかぶらない値（適当）
 * @author	Nozomu Saito
 */
//============================================================================================
#ifndef __PKTHLN_ACT_DEF_H__
#define __PKTHLN_ACT_DEF_H__

////リソース識別コード
//共通
#define RES_CODE_COUNT	(100)

//共通ロゴ関連
#define RES_CODE_CMN_LOGO	(101)
//競技ロゴ関連
#define RES_CODE_EVT_LOGO	(102)

//障害物走
#define RES_CODE_OBST	(101)
#define RES_CODE_BJUMP	(102)
#define RES_CODE_OBST_BREAK	(103)
#define RES_CODE_RANK	(104)
#define RES_CODE_BOOST	(105)
#define RES_CODE_BWATCH	(106)

//おしくらまんじゅう
#define RES_CODE_PUSH		(101)
#define RES_CODE_TRNS_POKE1	(102)
#define RES_CODE_TRNS_POKE2	(103)
#define RES_CODE_PUSH_OBJ	(104)
#define RES_CODE_PSUB_OBJ	(105)

//マラソン
#define RES_CODE_RUN_SUB	(101)
#define RES_CODE_RUN_TRNS_POKE1	(102)
#define RES_CODE_RUN_TRNS_POKE2	(103)
#define RES_CODE_RUN_MAIN	(104)

//玉投げ
#define RES_CODE_THROW_SUB	(101)
#define RES_CODE_THROW_TRNS_POKE1	(102)
#define RES_CODE_THROW_TRNS_POKE2	(103)
#define RES_CODE_THROW_TRNS_POKE3	(104)
#define RES_CODE_THROW_MAIN	(105)
#define RES_CODE_THROW_CMN	(106)

//フラッグ
#define RES_CODE_STL_SUB	(101)
#define RES_CODE_STL_TRNS_POKE1	(102)
#define RES_CODE_STL_TRNS_POKE2	(103)
#define RES_CODE_STL_MAIN	(104)

//ジャンプ
#define RES_CODE_JUMP	(101)

//シュート
#define RES_CODE_SHOT_MAIN	(101)
#define RES_CODE_SHOT_SUB	(102)

//結果発表
#define RES_CODE_RESULT	(103)
//スコアボード
#define RES_CODE_BOARD	(104)


////アクター識別コード
//共通
#define ACT_CODE_COUNT	(1)

//ロゴ
#define ACT_CODE_CMN_LOGO	(1)
#define ACT_CODE_EVT_LOGO	(2)

//障害物走
#define ACT_CODE_OBST	(2)
#define ACT_CODE_SHADOW	(3)
#define ACT_CODE_FLAG	(4)
#define ACT_CODE_SHIFT	(5)
#define ACT_CODE_OBST_BREAK	(6)
#define ACT_CODE_RANK	(7)
#define ACT_CODE_BOOST	(8)
#define ACT_CODE_BWATCH	(9)
#define ACT_CODE_BSMOG	(10)

//おしくらまんじゅう
#define ACT_CODE_RING	(2)
#define ACT_CODE_PUSH_GUIDE	(3)
#define ACT_CODE_POINT	(4)
#define ACT_CODE_TRNS_POKE1	(5)
#define ACT_CODE_TRNS_POKE2	(6)
#define ACT_CODE_SWEAT	(7)
#define ACT_CODE_ROUND	(8)
#define ACT_CODE_RNUM	(9)
#define ACT_CODE_LOGO_EFF	(10)
#define ACT_CODE_LIGHT	(11)
#define ACT_CODE_SFLAG	(12)
#define ACT_CODE_SPOINT	(13)

//マラソン
#define ACT_CODE_RUN_POKE_ICON	(2)
#define ACT_CODE_RUN_MARKER		(3)
#define ACT_CODE_RUN_TRNS_POKE1	(4)
#define ACT_CODE_RUN_TRNS_POKE2	(5)
#define ACT_CODE_RUN_OBST		(6)
#define ACT_CODE_RUN_BALL		(7)
#define ACT_CODE_RUN_SUB_BALL	(8)
#define ACT_CODE_RUN_STATE		(9)
#define ACT_CODE_RUN_SUB_STATE	(10)
#define ACT_CODE_RUN_BOOST		(11)
#define ACT_CODE_RUN_CHANGE		(12)
#define ACT_CODE_RUN_SMOG		(13)
#define ACT_CODE_RUN_HIT		(14)
#define ACT_CODE_RUN_LAP		(15)
#define ACT_CODE_RUN_SUB_SWEAT	(16)
#define ACT_CODE_RUN_SUB_WATCH	(17)

//玉投げ
#define ACT_CODE_THROW_SUB_POKE		(2)
#define ACT_CODE_THROW_BALL			(3)
#define ACT_CODE_THROW_BSHDW		(4)
#define ACT_CODE_THROW_SUB_SWEAT	(5)
#define ACT_CODE_THROW_BREAK		(6)
#define ACT_CODE_THROW_WATCH		(7)
#define ACT_CODE_THROW_FLAG			(8)
#define ACT_CODE_THROW_PANIC		(9)
#define ACT_CODE_THROW_MAIN_SWEAT	(10)
#define ACT_CODE_THROW_POINT		(11)

//フラッグ
#define ACT_CODE_STL_POKE_ICON	(2)
#define ACT_CODE_STL_MARKER		(3)
#define ACT_CODE_STL_TRNS_POKE1	(4)
#define ACT_CODE_STL_TRNS_POKE2	(5)
#define ACT_CODE_STL_OBST		(6)
#define ACT_CODE_STL_BALL		(7)
#define ACT_CODE_STL_SUB_BALL	(8)
#define ACT_CODE_STL_STATE		(9)
#define ACT_CODE_STL_SUB_STATE	(10)
#define ACT_CODE_STL_BOOST		(11)
#define ACT_CODE_STL_CHANGE		(12)
#define ACT_CODE_STL_SMOG		(13)
#define ACT_CODE_STL_HIT		(14)
#define ACT_CODE_STL_SUB_SWEAT	(15)
#define ACT_CODE_STL_FLAG		(16)
#define ACT_CODE_STL_POLE		(17)
#define ACT_CODE_STL_ROOF		(18)
#define ACT_CODE_STL_SFLG		(19)
#define ACT_CODE_STL_SBLN		(20)
#define ACT_CODE_STL_SNUM		(21)
#define ACT_CODE_STL_WATCH		(22)
#define ACT_CODE_STL_PTGET		(23)
#define ACT_CODE_STL_SPTGET		(24)
#define ACT_CODE_STL_SND		(25)
#define ACT_CODE_STL_FSMG		(26)
#define ACT_CODE_STL_FLGGET		(27)

//ジャンプ
#define ACT_CODE_JUMP_LAMP	(2)
#define ACT_CODE_JUMP_WATCH	(3)
#define ACT_CODE_JUMP_FLAG	(4)
#define ACT_CODE_JUMP_POINT	(5)
#define ACT_CODE_JUMP_GET	(6)
#define ACT_CODE_JUMP_PANIC	(7)
#define ACT_CODE_JUMP_HIT	(8)

//シュート
#define ACT_CODE_SHOT_STATE	(2)
#define ACT_CODE_SHOT_BALL	(3)
#define ACT_CODE_SHOT_NUM	(4)
#define ACT_CODE_SHOT_GOAL	(5)
#define ACT_CODE_SHOT_POST	(6)
#define ACT_CODE_SHOT_DASH	(7)
#define ACT_CODE_SHOT_BLEFF	(8)
#define ACT_CODE_SHOT_FLAG	(9)
#define ACT_CODE_SHOT_WATCH	(10)
#define ACT_CODE_SHOT_MY_GOAL	(11)
#define ACT_CODE_SHOT_POST_FLASH	(12)

//結果発表ボード
#define ACT_CODE_BOARD	(3)
#define ACT_CODE_NUMBER	(4)

#endif //__PKTHLN_ACT_DEF_H__
